dawn-cmake/src/tests/unittests/validation/FenceValidationTests.cpp
Natasha Lee 51af1b428f Have Queue timeline tasks resolve in order
Use QueueBase to track fences in flight and map requests so that they
can be resolved in the order they were added. Before these tasks were
separately tracked in FenceSignalTracker and MapRequestTracker, so tasks
would be resolving out of order.

Bug: dawn:404
Change-Id: I8b58fb72c99f43bc4593f56e08920d48ac506157
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/29441
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Natasha Lee <natlee@microsoft.com>
2020-10-12 22:32:33 +00:00

218 lines
7.2 KiB
C++

// Copyright 2018 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "tests/unittests/validation/ValidationTest.h"
#include <gmock/gmock.h>
using namespace testing;
class MockFenceOnCompletionCallback {
public:
MOCK_METHOD(void, Call, (WGPUFenceCompletionStatus status, void* userdata));
};
struct FenceOnCompletionExpectation {
wgpu::Fence fence;
uint64_t value;
WGPUFenceCompletionStatus status;
};
static std::unique_ptr<MockFenceOnCompletionCallback> mockFenceOnCompletionCallback;
static void ToMockFenceOnCompletionCallback(WGPUFenceCompletionStatus status, void* userdata) {
mockFenceOnCompletionCallback->Call(status, userdata);
}
class FenceValidationTest : public ValidationTest {
protected:
void TestOnCompletion(wgpu::Fence fence, uint64_t value, WGPUFenceCompletionStatus status) {
FenceOnCompletionExpectation* expectation = new FenceOnCompletionExpectation;
expectation->fence = fence;
expectation->value = value;
expectation->status = status;
EXPECT_CALL(*mockFenceOnCompletionCallback, Call(status, expectation)).Times(1);
fence.OnCompletion(value, ToMockFenceOnCompletionCallback, expectation);
}
wgpu::Queue queue;
private:
void SetUp() override {
ValidationTest::SetUp();
mockFenceOnCompletionCallback = std::make_unique<MockFenceOnCompletionCallback>();
queue = device.GetDefaultQueue();
}
void TearDown() override {
// Delete mocks so that expectations are checked
mockFenceOnCompletionCallback = nullptr;
ValidationTest::TearDown();
}
};
// Test cases where creation should succeed
TEST_F(FenceValidationTest, CreationSuccess) {
// Success
{
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 0;
queue.CreateFence(&descriptor);
}
}
// Creation succeeds if no descriptor is provided
TEST_F(FenceValidationTest, DefaultDescriptor) {
wgpu::Fence fence = queue.CreateFence();
EXPECT_EQ(fence.GetCompletedValue(), 0u);
}
TEST_F(FenceValidationTest, GetCompletedValue) {
// Starts at initial value
{
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
}
}
// Test that OnCompletion handlers are called immediately for
// already completed fence values
TEST_F(FenceValidationTest, OnCompletionImmediate) {
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 0))
.Times(1);
fence.OnCompletion(0u, ToMockFenceOnCompletionCallback, this + 0);
EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, this + 1))
.Times(1);
fence.OnCompletion(1u, ToMockFenceOnCompletionCallback, this + 1);
}
// Test setting OnCompletion handlers for values > signaled value
TEST_F(FenceValidationTest, OnCompletionLargerThanSignaled) {
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
// Cannot signal for values > signaled value
EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Error, nullptr))
.Times(1);
ASSERT_DEVICE_ERROR(fence.OnCompletion(2u, ToMockFenceOnCompletionCallback, nullptr));
// Can set handler after signaling
queue.Signal(fence, 2);
EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, nullptr))
.Times(1);
fence.OnCompletion(2u, ToMockFenceOnCompletionCallback, nullptr);
WaitForAllOperations(device);
}
TEST_F(FenceValidationTest, GetCompletedValueInsideCallback) {
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
queue.Signal(fence, 3);
fence.OnCompletion(2u, ToMockFenceOnCompletionCallback, nullptr);
EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, nullptr))
.WillOnce(Invoke([&](WGPUFenceCompletionStatus status, void* userdata) {
EXPECT_EQ(fence.GetCompletedValue(), 3u);
}));
WaitForAllOperations(device);
}
TEST_F(FenceValidationTest, GetCompletedValueAfterCallback) {
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
queue.Signal(fence, 2);
fence.OnCompletion(2u, ToMockFenceOnCompletionCallback, nullptr);
EXPECT_CALL(*mockFenceOnCompletionCallback, Call(WGPUFenceCompletionStatus_Success, nullptr))
.Times(1);
WaitForAllOperations(device);
EXPECT_EQ(fence.GetCompletedValue(), 2u);
}
TEST_F(FenceValidationTest, SignalError) {
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
// value < fence signaled value
ASSERT_DEVICE_ERROR(queue.Signal(fence, 0));
// value == fence signaled value
ASSERT_DEVICE_ERROR(queue.Signal(fence, 1));
}
TEST_F(FenceValidationTest, SignalSuccess) {
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
// Success
queue.Signal(fence, 2);
WaitForAllOperations(device);
EXPECT_EQ(fence.GetCompletedValue(), 2u);
// Success increasing fence value by more than 1
queue.Signal(fence, 6);
WaitForAllOperations(device);
EXPECT_EQ(fence.GetCompletedValue(), 6u);
}
// Test it is invalid to signal a fence on a different queue than it was created on
// DISABLED until we have support for multiple queues
TEST_F(FenceValidationTest, DISABLED_SignalWrongQueue) {
wgpu::Queue queue2 = device.GetDefaultQueue();
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
ASSERT_DEVICE_ERROR(queue2.Signal(fence, 2));
}
// Test that signaling a fence on a wrong queue does not update fence signaled value
// DISABLED until we have support for multiple queues
TEST_F(FenceValidationTest, DISABLED_SignalWrongQueueDoesNotUpdateValue) {
wgpu::Queue queue2 = device.GetDefaultQueue();
wgpu::FenceDescriptor descriptor;
descriptor.initialValue = 1;
wgpu::Fence fence = queue.CreateFence(&descriptor);
ASSERT_DEVICE_ERROR(queue2.Signal(fence, 2));
// Fence value should be unchanged.
WaitForAllOperations(device);
EXPECT_EQ(fence.GetCompletedValue(), 1u);
// Signaling with 2 on the correct queue should succeed
queue.Signal(fence, 2);
WaitForAllOperations(device);
EXPECT_EQ(fence.GetCompletedValue(), 2u);
}